<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<ThingDef ParentName="ArmorHelmetMakeableBase">
		<defName>CE_Apparel_PlateHelmet</defName>
		<label>plate helmet</label>
		<description>A medieval helmet that provides full coverage of the head. Somewhat protective, but restricts the wearer's field of view which affects attack accuracy.</description>
		<graphicData>
			<texPath>Things/Apparel/PlateHelmet/CE_PlateHelmet</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<possessionCount>1</possessionCount>
		<techLevel>Medieval</techLevel>
		<stuffCategories>
			<li>Metallic</li>
		</stuffCategories>
		<costStuffCount>65</costStuffCount>
		<statBases>
			<WorkToMake>8000</WorkToMake>
			<MaxHitPoints>120</MaxHitPoints>
			<Mass>3.0</Mass>
			<Bulk>5</Bulk>
			<WornBulk>1</WornBulk>
			<StuffEffectMultiplierArmor>3.5</StuffEffectMultiplierArmor>
			<StuffEffectMultiplierInsulation_Cold>0.15</StuffEffectMultiplierInsulation_Cold>
			<StuffEffectMultiplierInsulation_Heat>0</StuffEffectMultiplierInsulation_Heat>
			<EquipDelay>4</EquipDelay>
		</statBases>
		<equippedStatOffsets>
			<AimingAccuracy>-0.4</AimingAccuracy>
			<MeleeHitChance>-2</MeleeHitChance>
		</equippedStatOffsets>
		<recipeMaker>
			<researchPrerequisite>PlateArmor</researchPrerequisite>
			<recipeUsers>
				<li>ElectricSmithy</li>
				<li>FueledSmithy</li>
			</recipeUsers>
			<skillRequirements>
				<Crafting>7</Crafting>
			</skillRequirements>
		</recipeMaker>
		<apparel>
			<bodyPartGroups>
				<li>FullHead</li>
			</bodyPartGroups>
			<wornGraphicPath>Things/Apparel/PlateHelmet/CE_PlateHelmet</wornGraphicPath>
			<layers>
				<li>Overhead</li>
				<li>OnHead</li>
				<li>StrappedHead</li>
			</layers>
			<tags>
				<li>MedievalMilitary</li>
			</tags>
			<defaultOutfitTags>
				<li>Soldier</li>
			</defaultOutfitTags>
		</apparel>
		<modExtensions>
			<li Class="CombatExtended.PartialArmorExt">
				<stats>
					<li>
						<ArmorRating_Sharp>0.60</ArmorRating_Sharp>
						<parts>
							<li>Eye</li>
						</parts>
					</li>
					<li>
						<ArmorRating_Blunt>0.60</ArmorRating_Blunt>
						<parts>
							<li>Eye</li>
						</parts>
					</li>
				</stats>
			</li>
		</modExtensions>
		<tradeTags>
			<li>Armor</li>
		</tradeTags>
	</ThingDef>

	<ThingDef ParentName="HatMakeableBase">
		<defName>CE_Apparel_GasMask</defName>
		<label>gas mask</label>
		<description>Sealed rubber mask with a filter attached. Will protect against smoke inhalation and airborne toxins.</description>
		<graphicData>
			<texPath>Things/Apparel/GasMask/CE_GasMask</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<possessionCount>1</possessionCount>
		<techLevel>Industrial</techLevel>
		<generateAllowChance>0.5</generateAllowChance>
		<recipeMaker>
			<researchPrerequisite>Machining</researchPrerequisite>
			<unfinishedThingDef>UnfinishedMask</unfinishedThingDef>
			<recipeUsers Inherit="False">
				<li>TableMachining</li>
			</recipeUsers>
		</recipeMaker>
		<costList>
			<ComponentIndustrial>2</ComponentIndustrial>
			<Chemfuel>10</Chemfuel>
		</costList>
		<statBases>
			<WorkToMake>8000</WorkToMake>
			<MaxHitPoints>100</MaxHitPoints>
			<Mass>0.5</Mass>
			<Bulk>3</Bulk>
			<WornBulk>1</WornBulk>
			<EquipDelay>0.5</EquipDelay>
			<ArmorRating_Sharp>0.01</ArmorRating_Sharp> <!-- A little bit of armor to prevent triggering a warning when shot. -->
			<ArmorRating_Blunt>0.01</ArmorRating_Blunt>
		</statBases>
		<equippedStatOffsets>
			<ToxicEnvironmentResistance>0.8</ToxicEnvironmentResistance>
			<SmokeSensitivity>-1</SmokeSensitivity>
		</equippedStatOffsets>
		<apparel>
			<countsAsClothingForNudity>false</countsAsClothingForNudity>
			<developmentalStageFilter>Child, Adult</developmentalStageFilter>
			<immuneToToxGasExposure>true</immuneToToxGasExposure>
			<bodyPartGroups>
				<li>Eyes</li>
				<li>Teeth</li>
			</bodyPartGroups>
			<wornGraphicPath>Things/Apparel/GasMask/CE_GasMask</wornGraphicPath>
			<layers>
				<li>StrappedHead</li>
			</layers>
			<tags>
				<li>IndustrialMilitaryBasic</li>
				<li>GasMask</li>
			</tags>
		</apparel>
		<modExtensions>
			<li Class="CombatExtended.ApparelDefExtension">
				<isSoftArmor>true</isSoftArmor>
			</li>		
			<li Class="CombatExtended.ApparelHediffExtension">
				<hediff>WearingGasMask</hediff>
			</li>
			<li Class="CombatExtended.ApperalRenderingExtension">
				<HideHair>false</HideHair>
				<HideBeard>true</HideBeard>
			</li>
		</modExtensions>
		<tradeTags>
			<li>Clothing</li>
		</tradeTags>
	</ThingDef>

	<ThingDef ParentName="HatMakeableBase">
		<defName>CE_Apparel_ImprovGasMask</defName>
		<label>improvised gas mask</label>
		<description>Crude gas mask fashioned from thick cloth and charcoal. Provides some limited protection against smoke and airborne toxins.</description>
		<graphicData>
			<texPath>Things/Apparel/ImprovGasMask/CE_ImprovGasMask</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<possessionCount>1</possessionCount>
		<techLevel>Neolithic</techLevel>
		<generateAllowChance>0.25</generateAllowChance>
		<recipeMaker>
			<unfinishedThingDef>UnfinishedMask</unfinishedThingDef>
			<recipeUsers>
				<li>CraftingSpot</li>
			</recipeUsers>
		</recipeMaker>
		<costList>
			<WoodLog>4</WoodLog>
			<Cloth>20</Cloth>
		</costList>
		<statBases>
			<WorkToMake>8000</WorkToMake>
			<MaxHitPoints>100</MaxHitPoints>
			<Mass>0.5</Mass>
			<Bulk>3</Bulk>
			<WornBulk>1</WornBulk>
			<EquipDelay>1</EquipDelay>
			<ArmorRating_Sharp>0.01</ArmorRating_Sharp> <!-- A little bit of armor to prevent triggering a warning when shot. -->
			<ArmorRating_Blunt>0.01</ArmorRating_Blunt>
		</statBases>
		<equippedStatOffsets>
			<ToxicEnvironmentResistance>0.5</ToxicEnvironmentResistance>
			<SmokeSensitivity>-0.6</SmokeSensitivity>
		</equippedStatOffsets>
		<apparel>
			<countsAsClothingForNudity>false</countsAsClothingForNudity>
			<developmentalStageFilter>Child, Adult</developmentalStageFilter>
			<bodyPartGroups>
				<li>Eyes</li>
				<li>Teeth</li>
			</bodyPartGroups>
			<wornGraphicPath>Things/Apparel/ImprovGasMask/CE_ImprovGasMask</wornGraphicPath>
			<layers>
				<li>StrappedHead</li>
			</layers>
			<tags>
				<li>GasMask</li>
			</tags>
		</apparel>
		<modExtensions>
			<li Class="CombatExtended.ApparelHediffExtension">
				<hediff>WearingGasMask</hediff>
			</li>
			<li Class="CombatExtended.ApparelDefExtension">
				<isSoftArmor>true</isSoftArmor>
			</li>
			<li Class="CombatExtended.ApperalRenderingExtension">
				<HideHair>false</HideHair>
				<HideBeard>true</HideBeard>
			</li>
		</modExtensions>
		<tradeTags>
			<li>Clothing</li>
		</tradeTags>
	</ThingDef>

	<ThingDef ParentName="ArmorHelmetMakeableBase">
		<defName>CE_Apparel_SimpleNightVision</defName>
		<label>night vision monocular</label>
		<description>A simple, monocular night vision device, worn strapped to the head.</description>
		<graphicData>
			<texPath>Things/Apparel/SimpleNightVision/CE_SimpleNightVision</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<possessionCount>1</possessionCount>
		<techLevel>Industrial</techLevel>
		<generateAllowChance>0.2</generateAllowChance>
		<recipeMaker>
			<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
			<skillRequirements>
				<Crafting>6</Crafting>
			</skillRequirements>
			<researchPrerequisite>CE_SimpleNV</researchPrerequisite>
		</recipeMaker>
		<costList>
			<ComponentIndustrial>5</ComponentIndustrial>
			<Steel>50</Steel>
		</costList>
		<statBases>
			<WorkToMake>8000</WorkToMake>
			<MaxHitPoints>100</MaxHitPoints>
			<Mass>0.5</Mass>
			<Bulk>3</Bulk>
			<WornBulk>1</WornBulk>
			<EquipDelay>0.5</EquipDelay>
			<NightVisionEfficiency_Apparel>0.4</NightVisionEfficiency_Apparel>
			<ArmorRating_Sharp>0.03</ArmorRating_Sharp>
			<ArmorRating_Blunt>0.01</ArmorRating_Blunt>
		</statBases>
		<apparel>
			<countsAsClothingForNudity>false</countsAsClothingForNudity>
			<bodyPartGroups>
				<li>Eyes</li>
			</bodyPartGroups>
			<wornGraphicPath>Things/Apparel/SimpleNightVision/CE_SimpleNightVision</wornGraphicPath>
			<layers>
				<li>StrappedHead</li>
			</layers>
			<tags>
				<li>IndustrialMilitaryAdvanced</li>
			</tags>
			<defaultOutfitTags>
				<li>Soldier</li>
			</defaultOutfitTags>
		</apparel>
		<modExtensions>
			<li Class="CombatExtended.ApperalRenderingExtension">
				<HideHair>false</HideHair>
				<HideBeard>false</HideBeard>
			</li>
		</modExtensions>
		<thingCategories Inherit="False">
			<li>Headgear</li>
		</thingCategories>
		<tradeTags>
			<li>Armor</li>
		</tradeTags>
	</ThingDef>

	<ThingDef ParentName="ArmorHelmetMakeableBase">
		<defName>CE_Apparel_AdvancedNightVision</defName>
		<label>advanced night vision goggles</label>
		<description>A set of advanced night vision goggles offering detailed, panoramic vision when fighting in the dark.</description>
		<graphicData>
			<texPath>Things/Apparel/AdvancedNightVision/CE_AdvancedNightVision</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<techLevel>Industrial</techLevel>
		<generateAllowChance>0.1</generateAllowChance>
		<recipeMaker>
			<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
			<skillRequirements>
				<Crafting>7</Crafting>
			</skillRequirements>
			<researchPrerequisite>CE_AdvancedNV</researchPrerequisite>
		</recipeMaker>
		<costList>
			<ComponentIndustrial>6</ComponentIndustrial>
			<Steel>40</Steel>
			<Plasteel>10</Plasteel>
		</costList>
		<statBases>
			<WorkToMake>14000</WorkToMake>
			<MaxHitPoints>100</MaxHitPoints>
			<Mass>0.75</Mass>
			<Bulk>5</Bulk>
			<WornBulk>1</WornBulk>
			<EquipDelay>0.5</EquipDelay>
			<NightVisionEfficiency_Apparel>0.6</NightVisionEfficiency_Apparel>
			<ArmorRating_Sharp>0.04</ArmorRating_Sharp> <!-- A little bit of armor to prevent triggering a warning when shot. -->
			<ArmorRating_Blunt>0.01</ArmorRating_Blunt>
		</statBases>
		<apparel>
			<countsAsClothingForNudity>false</countsAsClothingForNudity>
			<bodyPartGroups>
				<li>Eyes</li>
			</bodyPartGroups>
			<wornGraphicPath>Things/Apparel/AdvancedNightVision/CE_AdvancedNightVision</wornGraphicPath>
			<layers>
				<li>StrappedHead</li>
			</layers>
			<tags>
				<li>IndustrialMilitaryAdvanced</li>
			</tags>
			<defaultOutfitTags>
				<li>Soldier</li>
			</defaultOutfitTags>
		</apparel>
		<modExtensions>
			<li Class="CombatExtended.ApperalRenderingExtension">
				<HideHair>false</HideHair>
				<HideBeard>false</HideBeard>
			</li>
		</modExtensions>
		<thingCategories Inherit="False">
			<li>Headgear</li>
		</thingCategories>
		<tradeTags>
			<li>Armor</li>
		</tradeTags>
	</ThingDef>

</Defs>